Stellaris

Stellaris

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Wolfguarde Feb 27, 2018 @ 9:40pm
Low hyperlane density isn't very well thought out...
I'm a fresh player, no 2.0 hate or anything. But after starting a game with low hyperlane density, I'm questioning how well the devs thought out this mechanic as I sit with a fleet on the outer wing of a spiral galaxy, incapable of moving in to attack the bases beyond - that can only be approached from that angle - because there's a nearby FTL inhibitor.

With this setup, it looks to me (from midgame) like it's impossible to actually clear the board of enemies if they happen to be set up right.
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Showing 1-15 of 16 comments
When moving higher or lower in relation to the default setting you're accepting the risk of poorly balanced results, so this is one thing that isn't poorly thougth out.
Azunai Feb 28, 2018 @ 12:46am 
ftl inhibitors can be disabled. if it's on a station, you only have to take out the station. if it's on a planetary fortress, you have to bombard the planet until the fortress is destroyed or invade the planet with ground troops.
G0lgrim Feb 28, 2018 @ 12:48am 
If you turn the hyperlane slider on the max you get technicaly a hyperlane to every neighbor system... just like warp drive but still with lanes everywhere...

If you turn the slider down you get more chokepoints... obviously more tactical chances for you... but if your start system is in such a edge of the universe... i mean... you can defend it easy too... but to expand is more challanging too.
EleventhStar Feb 28, 2018 @ 12:49am 
they probably didn't think further then 0.75x and 1.25x.

it really baffles me that there is no "putting this slider to 11 may cause balance issues" warning when you go beyond 0.5/2x for a lot of them.
G0lgrim Feb 28, 2018 @ 12:55am 
Originally posted by EleventhStar:
they probably didn't think further then 0.75x and 1.25x.

it really baffles me that there is no "putting this slider to 11 may cause balance issues" warning when you go beyond 0.5/2x for a lot of them.

Yeah... i mean this warning may be usefull. But it should be clear that you can get balance isues. Just like you turn the sliders for habitable planets or primitive civilizations to the top.

BUT... if you play with bigger maps and not just the vanilla 1000 stars... AND like me with planetary diversaty... (like... i think 24 different habitable planet types not just 9) you NEED to put the habitable world generation much higher to find a planet that fits your special needs. :D
Wolfguarde Feb 28, 2018 @ 2:56am 
To clarify: The enemy I was at war with had a perfect choke point. Their FTL inhibitor was positioned in such a place that it was impossible to approach the system next to it in order to enter. To access their territory, I would have needed to track around the other side of the galaxy.

I should also clarify that rather than complaining, more impressed that it's possible to set up a perfect defence if your hyperlanes are set up right... and curious to know if the devs are planning to do anything about it.
Immortalits Feb 28, 2018 @ 3:08am 
Their goal was with these ftl inhibitors to make it possible, in the super late game, you still can get jump drives, but they debuff your fleet movement and combat power by roughly 50%, which is huge, but a reasonable cost for being able to get behind their defences.
VipreRX Feb 28, 2018 @ 3:10am 
Originally posted by Wolfguarde:
To clarify: The enemy I was at war with had a perfect choke point. Their FTL inhibitor was positioned in such a place that it was impossible to approach the system next to it in order to enter

What? FTL-i only affects the system it's in not nearby ones. It shouldn't prevent you entering their space.
Last edited by VipreRX; Feb 28, 2018 @ 3:12am
MrBonkers Feb 28, 2018 @ 4:19am 
Originally posted by VipreRX:
Originally posted by Wolfguarde:
To clarify: The enemy I was at war with had a perfect choke point. Their FTL inhibitor was positioned in such a place that it was impossible to approach the system next to it in order to enter

What? FTL-i only affects the system it's in not nearby ones. It shouldn't prevent you entering their space.

This
Inhibitors can never prevent you from entering systems...they only prevent you from exiting the system through any other lane than the one you entered from
Shad Feb 28, 2018 @ 4:41am 
Originally posted by EleventhStar:
it really baffles me that there is no "putting this slider to 11 may cause balance issues" warning when you go beyond 0.5/2x for a lot of them.
Isn't that a given though? If you knack sliders to the limit, you will break balance. Just like if in civ, you set your world to be small islands (or conversely a single landmass), you will break balance.
Originally posted by Shad:
Originally posted by EleventhStar:
it really baffles me that there is no "putting this slider to 11 may cause balance issues" warning when you go beyond 0.5/2x for a lot of them.
Isn't that a given though? If you knack sliders to the limit, you will break balance. Just like if in civ, you set your world to be small islands (or conversely a single landmass), you will break balance.
Yeah I think that's something that should be assumed, there isn't really a need for a disclaimer.
RodHull (Banned) Feb 28, 2018 @ 5:45am 
I think people are missing planetary ftl inhibitors
I don't know mate.

Setting your map up to have as many chokepoints as possible and complaining about chokepoints being on your map just seems weird to me.

The only way the developers could help you is by disabling the slider so you dont make any further bad decisions.

Also: Conquer the planets and starstations in order to disable the FTL inhibitors.
Last edited by Swagmaster Love 🇪🇺; Feb 28, 2018 @ 5:56am
Wolfguarde Feb 28, 2018 @ 11:35am 
Hmm... might be I was running into a bug then. These systems were adjacent to star fortifications that had FTL - they weren't the FTL systems themselves. I couldn't access them at all from the side I was attacking from. I was getting the same block you get if you attempt to exit a system you don't own without going back the way you came.

Of course, I could also be missing something stupidly obvious, so if I'm being daft here feel free to tell me what I've overlooked.
Originally posted by Wolfguarde:
Hmm... might be I was running into a bug then. These systems were adjacent to star fortifications that had FTL - they weren't the FTL systems themselves. I couldn't access them at all from the side I was attacking from. I was getting the same block you get if you attempt to exit a system you don't own without going back the way you came.

Of course, I could also be missing something stupidly obvious, so if I'm being daft here feel free to tell me what I've overlooked.
Did you forbid your ships from accessing that system accidentally?

If you go into the system view, theres a way to forbid your ships from accessing that system.
It's a button at the bottom of your screen in the middle.
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Date Posted: Feb 27, 2018 @ 9:40pm
Posts: 16